ReC98/th03
nmlgc 8b627803a3 [Position independence] Vector calls and variables
Raw, uninteresting position independence work. Or maybe not, given that
this was one of the few things that also apply to TH01, and reveal just
how chaotically this game was coded. And so we've got three ways that
ZUN stored regular 2D points: Regularly (X first, Y second), Y first
and X second, and multiple points stored in a structure of arrays…

Completes P0059, funded by [Anonymous] and -Tom-.
2019-11-18 22:24:24 +01:00
..
formats [Decompilation] [th05] Stage setup 2019-09-15 20:35:15 +02:00
gaiji [Reverse-engineering] [th04/th05] HUD bar display 2019-09-21 14:01:50 +02:00
hardware [Reverse-engineering] [th03/th04/th05] Palette change flag 2019-03-03 13:32:55 +01:00
math [Position independence] Vector calls and variables 2019-11-18 22:24:24 +01:00
snd [Maintenance] Move the sound driver function slices from hardware/ to snd/ 2015-03-15 23:01:31 +01:00
defconv.inc [Maintenance] Change a few ASM .inc files to use 8.3 names 2019-09-24 21:58:18 +02:00
frame_mod[bss].asm [Reverse-engineering] [th03/th04/th05] Frame-count-mod-2/4/8/16 globals 2018-04-16 13:18:54 +02:00
op_02.c [C decompilation] [th02/op] [th03/op] [th04/op] Frame delay #1 2015-03-04 02:47:16 +01:00
sprite16[bss].asm [Reverse-engineering] [th03] SPRITE16 calls 2019-11-06 23:36:47 +01:00
th03.inc [Maintenance] Change a few ASM .inc files to use 8.3 names 2019-09-24 21:58:18 +02:00